Star Wars Roleplay: Chaos

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Divs




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Beneath the bruised colored skies of Dromund Kaas, across the rolling tundras of Asha, three Waystone Aperture portal devices hummed to life. Each device stood roughly ten kilometers from the next, hidden among rocky outcroppings.

Their opposing mouths had been placed far from one another by careful design. One opened beyond The Sable Verge and its anomalous reach. Another waited upon a small, desolate moon near Centerra's outer nebulae. The third had been anchored to a larger asteroid adrift near the black hole, not far from Refuge.

Across those distant thresholds, warriors prepared for a brutal assault upon the breadbasket of the Kainite domain.

Among them were the Kad Ha'rangir's Rage, a mechanized Mandalorian battalion of 1,220 troops, known in shortened field-speech as the Kad b'A'den.

The battalion's armored spine came with them: 256 IFV-01M Trataab'morut Infantry Fighting Vehicles, a screen of RS-01M Haran'calyr Recon Speeders, and a small core of 4 SIFV-01 Trataab'bral Super-heavy Infantry Fighting Vehicles. Iron, repulsor hum, and heavy treads gathered beneath the portal-light, each machine waiting to force open roads through the tundra and carry the assault toward the fields beyond.

Beside them stood the Crownguard Banner: 768 Sunfire Legionnaires gathered beneath disciplined colors and storm-dark skies. They were the armored line of Centerra's Sunfire Legion: shield-bearers, scouts, marksmen, medics, and steady infantry drawn into formation for the hard work of taking and holding ground.

Their Barracuda II gunships carried the first wave forward in twenty-soldier assault packages: twelve warriors aboard each gunship, with eight more housed within the attached W.A.R.T.O.R.T.L.E. carriers.

Above them gathered the Sunspine Aerie: 27 Sunfire Dragon-Knights mounted upon their Draconis war-dragons. They took the sky on living wings, their shadows passing over the assembled ranks as they circled through portal-light and storm-glow, ready to break the battlefield open from above.

Beyond the formal count gathered the Independent Allies , smaller allied parties, personal retinues, volunteer crews, lone operators, and other war-ready assets brought by those who answered the call for aid to help end the tyranny wrought upon the enslaved peoples kept on this light forsaken planet.

They formed the flexible edge of the assault line, gathering with idling engines. Each received a place in the wider operation, and enough signal discipline to move with the assault rather than against it.





Each member of the covert strike teams who chose to take part was issued a Warding Mask before deployment. Its sealed respirator, reinforced visor, encrypted comms, scanner support, toxin warnings, and mindward stabilizers gave the infiltrators a better chance to remain calm and composed while moving through the hostile underworld of New Kaas City.

The masks were meant to help them breathe through bad air, see through smoke and shadow, resist panic, and keep their thoughts guarded beneath the weight of Sith influence as they searched for the enslaved and prepared evacuation routes.

Each covert team was also supplied with mission crates of Guardian Motes and a personal allotment of 10 Haven Shield Pucks per operative.

The motes were packed for rapid defensive deployment, small enough to be carried in field cases and released where the teams needed temporary cover, protected evacuation space, or a shielded breach point. The pucks were kept closer at hand, clipped to belts, harnesses, and med-kit straps, each one a compact refuge meant to buy precious time.


This raid is built for sabotage, rescue, duels, intelligence gathering, heists, and cinematic chaos. Pick an objective, split into smaller encounters, or bring your own angle into the story.





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Objective I



ATTACKERS
Break the lines, burn the stores, and leave the Sith war machine hungry.

DEFENDERS
Hold the fields, protect the depots, and make every stolen ration cost blood.







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Objective II



LIBERATORS / INFILTRATORS
Slip into the slave pens, disable security, free the captives, and guide them toward extraction.

SITH / DEFENDERS
Detect the breach, secure the holding sites, recapture escapees, or turn the rescue into a trap.







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Objective III



ALL SIDES
Bring your own objective: duels, sabotage, scouting, betrayals, personal missions, strange Force encounters, rescue attempts, grudges, or side plots. Use the chaos to steal credits, relics, intel, supplies, prisoners, weapons, or anything the Sith can no longer guard.










 
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Appearance
Matthew possesses a solid build. He's not overtly muscular but seems pretty fit with a well-defined structure. His face has sharp, chiseled features and offers a fine few masculine traits that seem somewhat softened around the edges. His icy cold, blue eyes are sharp and diamond chipped, giving an intense look to anyone he may turn his gaze to. His hair is smoothly and neatly combed back into a taught pony, often washing over his broad shoulders in winding wavy patterns. His face is always kept clean and is always without facial hair. He walks with an upright practiced posture. His voice is full, warm, and rich like that of smooth velvet, and he speaks clearly with great diction.
dh52mkm-74efb72c-d794-44fc-b245-15babd9eb591.gif
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~Wings~

These magnificent wings, at first glance, may deceive the eye with their pristine white hue. But as one approaches closer, a mesmerizing display of colors unfolds. Like a kaleidoscope dancing in the sunlight, these wings emit a radiant prismatic sheen, enchanting all who behold them.

With each subtle movement, the wings come alive, shifting through a spectrum of pale yet vivid hues. They seem to mirror the surrounding light, creating an ethereal glow that captivates the imagination. The play of colors is reminiscent of delicate soap bubbles, their iridescence casting a spell of wonder and awe.

In their full glory, these wings span an impressive 20 feet from tip to tip, a breathtaking expanse that commands attention.

Personality
Matthew is a fair judging, sort of man. He tends to be open-minded and willing to listen and hear people out. He can be described as very kindhearted and serious. He can be very parental. It's a bit hard for him to really let loose and enjoy himself. He tends to keep a wall up against just having fun for he has a strong sense of responsibility. Punctual and reserved. He is always willing to lend a helping hand when needed. Matthew tends to show strong qualities in leadership, determination, confidence, innovation, and motivation. The ability to make sound decisions and to organize as well as coordinate work efficiently is an essential key to how he works. Matthew shows very high self-discipline and shows good manners.

Conceptually speaking, Matthew is a chivalrous man with a heart of gold, patience of a god, and the kindness of a saint. He tries to do his best to make sure he can help in this world. He tries very hard to do what he can, when he can, and he tries to make the best choices when faced with concerning problems. Matthew believes there is a spec of goodness in just about every one and will try to help those whom have suffered. Matthew will sacrifice his time and effort in trying to find solutions to the problems he comes across. Matthew has a very parental out look on the younger folks he comes in to. Matthew will not usually resort to violence. Matthew tends to have a strict set of morals and ethics. Matthew is celibate and does not drink hard drinks nor takes / uses drugs.
BACKSTORY
Matthew was given up by his mother at a young age and he's spent his life in servitude to the light.





  • STRENGTHS
    • Knowledge – Strengths of wisdom and knowledge are cognitive strengths related to the acquisition and use of information.​
    • Leadership is a set of behaviors used to help people align their collective direction, to execute strategic plans, and to continually renew an organization.​
    • Kindness is a type of behavior marked by acts of generosity, consideration, rendering assistance or concern for others, without expecting praise or reward in return.​
    WEAKNESSES
    • Honorable- He prefers the straight and narrow and the honorable path often times to a detriment.​
    • Gullible- Matthew believes in giving second chances and believes others can change if they want to and this is sometimes a problem. Prone to misplaced trust and/or easily deceived.​
    • Clumsy – uncoordinated and fumbling; often accident-prone.​




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MATTHEW






NameMatthew
HomeworldCenterra
Current HomeExonerator
FactionDawnstar
Force SensitiveYes
Force AlignmentLight
SpeciesDivinarie
Age20+
GenderMale
Height7'0''
BuildFit
Hair ColorSnow White
Eye ColorCerulean Blue
Skin TonePale
OccupationKnight Paladin
AlignmentLG
Relationship StatusSingle
Defining FeaturesColorful Prismatic Wings
Usual ScentA rich sandalwood rose composition accented by muguet, jasmine, musk, woods, and amber.
Dominant HandAmbidextrous
ScarsMinor
TattoosNone
AllergiesNone
Writer AccountChaos_Cat
TimezoneEST
Discordpaladad_of_light
Theme SongTBD











  • Appearance



    Matthew possesses a solid build. He is not overtly muscular, though he carries a fit, well-defined structure. His face has sharp, chiseled features with a few masculine traits softened around the edges. His icy blue eyes are sharp and diamond-chipped, lending an intense look to anyone he turns his gaze toward. His snow-white hair is smoothly combed back into a taut ponytail, often washing over his broad shoulders in winding waves. His face is clean-shaven, his posture upright and practiced. His voice is full, warm, and rich like smooth velvet, and he speaks clearly, with careful diction.






  • ~Wings~
    dh52oce-76f9e821-5a0d-4faa-a1ec-f8665e28a549.gif
    dh52mjr-03f2c9dc-6b80-4e28-9f1e-f341c8de2798.gif
    dh52mke-bdcc22e0-57b7-4b33-883b-cf303750d454.gif
    dh52mkm-74efb72c-d794-44fc-b245-15babd9eb591.gif



    These magnificent wings, at first glance, may deceive the eye with their pristine white hue. As one draws closer, a mesmerizing display of colors unfolds. Like a kaleidoscope beneath sunlight, the wings carry a radiant prismatic sheen that enchants the eye.

    With each subtle movement, the wings come alive, shifting through a spectrum of pale yet vivid hues. They mirror the surrounding light, casting an ethereal glow. The play of colors is reminiscent of delicate soap bubbles, their iridescence spilling wonder over each feathered span.

    In their full glory, these wings span an impressive 20 feet from tip to tip, a breathtaking expanse that commands attention.

  • Personality



    Matthew is a fair-judging sort of man. He tends to be open-minded and willing to listen, hearing people out before making a choice. He can be kindhearted and serious, with a deeply parental bearing. It is difficult for him to truly let loose and enjoy himself; his sense of responsibility keeps a wall between him and simple pleasures. He is punctual and reserved, always willing to lend a helping hand when needed. Matthew shows strong qualities in leadership, resolve, confidence, innovation, and motivation. Sound judgment, organization, and careful coordination are essential to how he works. He carries himself with high self-discipline and good manners.

    Conceptually speaking, Matthew is chivalrous, patient, and deeply kind. He tries his best to help where he can, and he works hard to make the best choices when faced with concerning problems. Matthew believes there is a speck of goodness in almost everyone, and he will try to help those who have suffered. He will sacrifice his time and effort to find solutions to the problems he encounters. Matthew has a very parental outlook toward the younger people he comes across. He will not usually resort to violence. He tends to have a strict set of morals and ethics. Matthew is celibate, does not drink hard liquor, and does not take or use drugs.

  • Backstory



    Matthew was given up by his mother at a young age, and he has spent his life in servitude to the Light.

  • Strengths




    • Knowledge — Strengths of wisdom and knowledge are cognitive strengths related to the acquisition and use of information.
    • Leadership — A set of behaviors used to help people align their collective direction, execute strategic plans, and continually renew an organization.
    • Kindness — A type of behavior marked by generosity, consideration, assistance, and concern for others without expecting praise or reward in return.

    Weaknesses




    • Honorable — He prefers the straight, honorable path, often to his own detriment.
    • Gullible — Matthew believes in second chances and believes others can change if they want to. This can lead to misplaced trust, and he may be deceived by those who know how to exploit that mercy.
    • Clumsy — Uncoordinated and fumbling; often accident-prone.


  • Relationships


    FamilyNotes
    None listed


    Close BondsNotes
    Valery NobleA recurring connection through service, guidance, and the path of the Light.


    AcquaintancesNotes
    Alisteri HaximPresent in earlier private threads.
    Tella Voland Braze Braze Encountered during Troubles on Level 3126.
    NwulRecurring thread connection.
    Jael BriskwinterAssociated with Shadows of the Past.
    DiodorosAssociated with Bird Watching.
    Domina PrimeAssociated with Feathers and Beskar.
    Loomi Micah FaolanAssociated with Guiding Grace and Finding Friends.

  • OOC Notes




    Writer AccountChaos_Cat
    TimezoneEST
    Discordpaladad_of_light
    Theme SongTBD

  • ✦ Completed | ✧ Ongoing | ✫ Important




    Current Arc: Life in service to the Light, shaped by Duty, compassion, and chivalric restraint.






OVERVIEW





Currently: A Knight Paladin of Dawnstar, carrying a life of service to the Light with chivalric restraint, careful judgment, and a stern but generous heart.





Appearance

Matthew possesses a solid build, a clean-shaven face, and snow-white hair swept back into a taut ponytail. His cerulean eyes are sharp and diamond-chipped, set within features that balance masculine edges with softened lines. He walks with upright, practiced posture and speaks in a full, warm voice, clear in diction and smooth in tone.



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CYAN / DARK TEAL
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BLUE / DEEP NAVY
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INDIGO / MIDNIGHT VIOLET
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VIOLET / DARK AUBERGINE
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BLACK / NEUTRAL WHITE
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RED / DARK RUBY
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ORANGE / BURNT EMBER
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YELLOW / ANTIQUE GOLD
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CYAN / DARK TEAL
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BLUE / DEEP NAVY
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INDIGO / MIDNIGHT VIOLET
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VIOLET / DARK AUBERGINE
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BLACK / NEUTRAL WHITE
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Sʜᴀᴅᴏᴡ Lᴏʀᴅ
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RED / BRIGHT RUBY
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ORANGE / BRIGHT EMBER
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YELLOW / BRIGHT GOLD
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GREEN / BRIGHT VERDANT
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
CYAN / BRIGHT TEAL
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
BLUE / BRIGHT STAR BLUE
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
INDIGO / BRIGHT VIOLET-BLUE
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
VIOLET / BRIGHT AMETHYST
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
BLACK / BRIGHT NEUTRAL WHITE
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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Sʜᴀᴅᴏᴡ Lᴏʀᴅ
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
RED / BRIGHT RUBY
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━



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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
ORANGE / BRIGHT EMBER
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━



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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
YELLOW / BRIGHT GOLD
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━



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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
GREEN / BRIGHT VERDANT
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━



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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
CYAN / BRIGHT TEAL
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━



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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
BLUE / BRIGHT STAR BLUE
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━



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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
INDIGO / BRIGHT VIOLET-BLUE
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━



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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
VIOLET / BRIGHT AMETHYST
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━



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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
BLACK / NEUTRAL WHITE
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━



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Sʜᴀᴅᴏᴡ Lᴏʀᴅ
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
RED / BRIGHT RUBY
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
ORANGE / BRIGHT EMBER
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
YELLOW / BRIGHT GOLD
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
GREEN / BRIGHT VERDANT
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
CYAN / BRIGHT TEAL
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
BLUE / BRIGHT STAR BLUE
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
INDIGO / BRIGHT VIOLET-BLUE
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
VIOLET / BRIGHT AMETHYST
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
BLACK / NEUTRAL WHITE
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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Sʜᴀᴅᴏᴡ Lᴏʀᴅ
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

RED / DARK RUBY

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

ORANGE / BURNT EMBER

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

YELLOW / ANTIQUE GOLD

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

GREEN / DEEP FOREST

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

CYAN / DARK TEAL

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

BLUE / DEEP NAVY

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

INDIGO / MIDNIGHT VIOLET

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

VIOLET / DARK AUBERGINE

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

BLACK / NEUTRAL WHITE

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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Sʜᴀᴅᴏᴡ Lᴏʀᴅ
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

RED / MUTED DARK RUBY

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━







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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

ORANGE / MUTED BURNT EMBER

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━







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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

YELLOW / MUTED ANTIQUE GOLD

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━







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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

GREEN / MUTED DEEP FOREST

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━







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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

CYAN / MUTED DARK TEAL

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━







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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

BLUE / MUTED DEEP NAVY

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━







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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

INDIGO / MUTED MIDNIGHT VIOLET

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━







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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

VIOLET / MUTED DARK AUBERGINE

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━







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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

BLACK / MUTED NEUTRAL WHITE

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━







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Sʜᴀᴅᴏᴡ Lᴏʀᴅ
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

RED / MUTED DARK RUBY

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

ORANGE / MUTED BURNT EMBER

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

YELLOW / MUTED ANTIQUE GOLD

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

GREEN / MUTED DEEP FOREST

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━





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CYAN / MUTED DARK TEAL

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BLUE / MUTED DEEP NAVY

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VIOLET / MUTED DARK AUBERGINE

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BLACK / MUTED NEUTRAL WHITE

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RED / MUTED DARK RUBY

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ORANGE / MUTED BURNT EMBER

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YELLOW / MUTED ANTIQUE GOLD

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GREEN / MUTED DEEP FOREST

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CYAN / MUTED DARK TEAL

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BLUE / MUTED DEEP NAVY

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INDIGO / MUTED MIDNIGHT VIOLET

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VIOLET / MUTED DARK AUBERGINE

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Motion Registry

Choose what kind of matter is being placed before the floor.





GENERAL
STANDARD PROPOSAL

A normal proposal for the Assembly to consider.



EMERGENCY
URGENT CRISIS

A fast response to an urgent crisis.



DEFENSE
PROTECTION / PATROLS

Military aid, patrols, raids, slavers, Sith threats, or border trouble.



EXPEDITION
FRONTIER WORK

Exploration, route-building, missing ships, surveys, or frontier work.



DIPLOMATIC
ENVOYS / TREATIES

Envoys, treaties, apologies, negotiations, trade, or political disputes.



SANCTION
CONSEQUENCES

Consequences against a hostile party, corrupt official, dangerous member, or outside threat.



CHARTER
STRUCTURE / POLICY

Formal changes to Alliance structure, membership rules, or formal policy.


 
Sʜᴀᴅᴏᴡ Lᴏʀᴅ


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✦ Farworlds Alliance New Player Guide ✦

A simple guide for joining, finding stories, understanding the Alliance, and getting your ideas involved.

START HERE
Anyone can [join] the Farworlds Alliance as a writer.
You can also join the Faction Discord to chat with other writers and members.
You do not need your character to sign the Charter just to write with us.
To get started:
  1. Join the Farworlds Alliance faction page.
  2. Add your character to the Player & Character Roster. Adding interest / notes of what you want for each character helps other writers set up stories with them!
  3. Check the Thread Tracker for active stories.
  4. Ask for help, offer an idea, or request a thread in the Dispatch Mission Terminal.
Easy rule:
The writers / characters can join the faction page and use any kind of character who has joined the faction page to partake in faction specific threads. Specific characters interested in the Assembly and Faction Politics and Official Farworlds Alliance support can sign the Charter if it makes sense in character.
WHAT IS THE FARWORLDS ALLIANCE?


Faction Events and Story Support: The Farworlds Alliance also supports a loose tabletop-style approach for some faction stories. Larger faction events may include guided scenes, NPCs, complications, mission hooks, political consequences, and shared objectives that help the story feel connected.

This does not mean every story is controlled by faction leadership. Writers are welcome to create their own threads, build their own worlds, run their own plots, and develop their own character arcs.

If you want help turning an idea into a playable thread, you can ask for support from Faction Staff with NPCs, opposition, mission structure, locations, faction resources, consequences, or ways to connect your story to the larger Alliance narrative.

OOC: The Farworlds Alliance is a group of writers interested in telling stories together in the Unknown Regions.

Our focus is worldbuilding, exploration, political intrigue, frontier conflict, strange discoveries, diplomacy, rescue work, trade, and shared story arcs in a region full of open space and unanswered questions.

Think of the faction as a shared campaign setting. Writers may bring many kinds of characters into the story, including Alliance members, visitors, allies, rivals, merchants, smugglers, Jedi, Sith agents, criminals, diplomats, soldiers, refugees, locals, scouts, or anyone with a reason to cross the frontier.

IC: In character, the Farworlds Alliance is a coalition of frontier worlds, settlements, noble houses, companies, defense forces, relief groups, explorers, diplomats, Jedi, independent crews, and other allies working together in the Unknown Regions.

The Alliance is a shared table, not a throne. Signatory Members keep their own rulers, laws, cultures, banners, stories, and local authority.

Stories This Setting Supports:
  • Exploration and strange discoveries.
  • Diplomacy and political meetings.
  • Refugees, rescue work, and rebuilding.
  • Trade routes, convoys, and contracts.
  • Border defense, pirates, Sith threats, slavers, and raiders.
  • Worldbuilding for planets, stations, settlements, cultures, ships, units, and organizations.

IC VERSION / OOC VERSION


Topic OOC Version IC Version
The Faction A writing group for shared stories in and around the Unknown Regions. A coalition of sovereign worlds, groups, and allies working together for defense, refuge, trade, diplomacy, and exploration.
Joining the faction page You join the site faction page so staff and other writers know you are writing with us. This does not automatically mean your character has sworn loyalty or joined the Alliance government.
The Roster You post in the Player & Character Roster so people know your characters and interests. Your character becomes easier for others to contact, invite, hire, oppose, or involve in stories.
The Charter The Charter is optional unless you want official IC membership for a character, group, world, company, order, fleet, or organization. Signing the Charter means the signatory accepts Alliance responsibilities and may receive official benefits.
The Assembly The Assembly is where writers can run political, diplomatic, voting, and representative stories. The Assembly is the IC meeting table where Charter signatories speak, debate, vote, and make official Alliance decisions.

WHAT IS THE ASSEMBLY?


The Farworlds Alliance Assembly is the Alliance’s IC council table.

It is where official representatives can:
  • Introduce themselves and the group they represent.
  • Discuss Alliance problems.
  • Bring up Motions.
  • Vote on official Alliance matters.
  • Ask for aid, defense, trade support, relief work, or diplomatic help.
  • Create political stories, debates, agreements, and conflicts.
A character does not need to sit in the Assembly to write with the faction.
A character does not need to have signed the Charter to sit in as an observer or participate in the roleplay of an Assembly meeting. However, if they are not a signed member, they do not retain voting rights.

The Assembly is mainly for characters or groups that have signed the Charter and want a formal voice in Alliance decisions.


Simple example:
A pilot can join a mission without signing the Charter.
A refugee doctor can help in a relief thread without signing the Charter.
A Sith spy can cause trouble without signing the Charter.
A world, company, Jedi order, noble house, or fleet that wants official Alliance representation should look at the Charter and the Assembly.


WHAT CAN I PLAY?


You can bring almost any kind of character, as long as you respect site rules and other writers.

Good character types for the Farworlds Alliance include:
  • Explorers — scouts, pilots, archaeologists, survey teams, mapmakers, salvagers.
  • Defenders — soldiers, guards, fleet officers, rangers, mercenaries, security forces.
  • Helpers — medics, relief workers, builders, refugee aides, teachers, healers.
  • Diplomats — envoys, nobles, senators, ambassadors, negotiators, local leaders.
  • Merchants — traders, company owners, smugglers, contractors, cargo crews.
  • Jedi or Force-users — teachers, students, temple visitors, wanderers, spiritual guides.
  • Locals — citizens, workers, settlers, nobles, farmers, mechanics, station residents.
  • Opposition — criminals, spies, raiders, Sith agents, rivals, political enemies, troublemakers.
You can be loyal to the Alliance, visiting the Alliance, working with the Alliance, testing the Alliance, or causing problems for the Alliance.

HOW TO JOIN IN


The easiest ways to join stories are:
You do not need a huge plot to start. One clear idea is enough, even if it is not fully fleshed out yet.

Do not be afraid to pitch any kind of idea, whether it is small, strange, simple, messy, ambitious, political, personal, action-focused, social, mysterious, or still only half-formed.

Faction Staff can help you figure out where your idea fits, how to turn it into a thread, and whether it would work better as a small scene, larger event, mission hook, Assembly matter, worldbuilding project, or part of an ongoing faction storyline.

Faction Staff are also happy to help workshop ideas, give your stories some traction, and find ways to connect them to the larger faction narrative when possible.

HOW TO GET YOUR IDEAS SEEN AND USED


If you made a planet, company, ship, unit, location, NPC group, mission idea, or story hook, make it easy for others to use by posting it to be added to the Faction Manifest in the Factory & Codex Resources.
You can also post fun new things in the Discord for help and feed back or just to show them off for some love in our Creative Sparks channel ❤︎⁠

Post your idea clearly and include:
  • What it is.
  • How other writers can use it.
  • What kind of stories it supports.
  • Who to contact.
  • A link to the submission or thread.
Other Helpful Places:

Example:

What it is:
A frontier medical station.
How people can use it: Refugee aid, rescue threads, injured pilots, plague stories, diplomatic visits.
Who to contact: Your name here.
Link: Link here.


HOW TO GET SUPPORT FOR YOUR STORIES



If you want people to join your story, ask for what you're looking for clearly. If you want Officially Alliance Support speak to Faction Staff about your story concept.

Good things to include:
  • What is happening? A rescue, meeting, battle, mystery, trade run, festival, patrol, expedition, etc.
  • Who do you need? Pilots, soldiers, diplomats, Jedi, smugglers, medics, enemies, witnesses, locals.
  • How many writers would be ideal? One partner, a small group, or an open faction thread.
  • What tone is it? Casual, serious, dangerous, political, spooky, hopeful, messy, dramatic.
  • Is opposition welcome? Yes, no, or ask first.
Post the request in the Dispatch Mission Terminal using the system and tags described on the page. You can also ask in Discord or Faction Discussions.

DO I NEED TO SIGN THE CHARTER?


No, you do not have to sign the not just to write here.

You can write with the faction, join public threads, play allies, play visitors, play opposition, and list your character in the Player & Character Roster without signing the Charter.

Your character, world, company, order, house, fleet, settlement, or organization should only sign the Charter if you want official IC benefits, such as:
  • An Assembly seat.
  • Voting on Alliance Motions.
  • Official recognition for a world, company, order, fleet, house, settlement, or group.
  • Mutual defense or crisis aid.
  • Protected trade and travel where possible.
  • A formal place in Alliance politics.
If you want official membership or representation, read the Charter and check the Assembly page for how to sign up, if you have any questions feel free to contact Faction Staff.

USEFUL LINKS


Faction Hub
Main Resources
Participation
Official IC Structure
Creative Resources






QUICK ROSTER TEMPLATE

Code:
[B]Character Name:
Role:[/B] Member / Ally / Visitor / Opposition / Contractor / Other
[B]What I Want To Write:
Best Way To Contact Me:
Notes:[/B]



QUICK STORY HELP TEMPLATE

Code:
[B]Story Idea:
What Is Happening:
Who I Need:
Tone:
Opposition Welcome?:
Link / Notes:[/B]





Join the faction page. Add your character. Ask for stories. Bring an idea. Start small if you need to.
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Sʜᴀᴅᴏᴡ Lᴏʀᴅ


Tʜᴇ Fᴀʀᴡᴏʀʟᴅꜱ Aʟʟɪᴀɴᴄᴇ
filligree_faa_dividers_gold_top_by_paladad_of_light_dm63l6z-fullview.png




Welcome to the Farworlds Alliance.

The Farworlds Alliance is a coalition of sovereign worlds, frontier settlements, ruling houses, merchant groups, defense forces, relief organizations, private crews, diplomats, scouts, and explorers gathered in the Unknown Regions.

Each signatory member keeps its own laws, banners, cultures, leadership, and local stories. The Alliance offers a shared table for mutual defense, diplomacy, exploration, protected trade, refuge, and regional storytelling beneath distant stars.

New here? Start with the New Player’s Guide.


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About the Alliance



The Farworlds Alliance is built around cooperation, not conquest. A crown may sit beside a council. A merchant house may argue with a marshal. A refugee settlement may speak with the same dignity as an old noble court.

Every signatory brings its own voice to the table. Together, they answer danger, open roads, settle disputes, defend vulnerable routes, and build stories in the Unknown Regions beyond familiar maps.






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Story Support, IC & OOC



OOC: The Farworlds Alliance is a shared campaign setting for writers interested in the Unknown Regions. Our focus is worldbuilding, exploration, political intrigue, frontier conflict, strange discoveries, diplomacy, rescue work, trade, and connected story arcs.

Some larger faction events may use a loose tabletop-style approach, with guided scenes, NPCs, complications, mission hooks, political consequences, and shared objectives. This does not mean every story is controlled by faction leadership. Writers are welcome to create their own threads, build their own worlds, run their own plots, and develop their own character arcs.

IC: In character, the Farworlds Alliance is a coalition of frontier worlds, settlements, noble houses, companies, defense forces, relief groups, explorers, diplomats, Jedi, independent crews, and other allies working together in the Unknown Regions.

The Alliance is a shared table, not a throne. Signatory Members keep their own rulers, laws, cultures, banners, stories, and local authority.

Stories this setting supports:
  • Exploration and strange discoveries.
  • Diplomacy, politics, and Assembly meetings.
  • Refugees, rescue work, and rebuilding.
  • Trade routes, convoys, and contracts.
  • Border defense, pirates, Sith threats, slavers, and raiders.
  • Worldbuilding for planets, stations, settlements, cultures, ships, units, and organizations.

Need help turning an idea into a playable thread? Ask Faction Staff for support with NPCs, opposition, mission structure, locations, faction resources, consequences, or ways to connect your story to the larger Alliance narrative.






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Joining and Membership



Any writer may join the Farworlds Alliance faction page, write in public faction threads, and bring characters into Alliance stories.

Your character does not need to sign the Charter just to write with us.

The Charter is for official IC membership. A world, government, company, house, fleet, settlement, order, or organization should sign the Charter if it wants formal Alliance recognition, Assembly representation, voting rights, mutual defense, protected trade, or a place in Alliance politics.


Simple rule:
Join the faction page to write with us. Sign the Charter only when you want official IC membership or representation.


Useful starting places:






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Charter and Assembly



The Farworlds Alliance Charter explains official IC membership, sovereignty, responsibilities, shared protections, and the rules all Signatory Members agree to honor.

The Farworlds Alliance Assembly is the IC table where representatives may speak, debate, bring Motions, request aid, and vote on official Alliance matters.


Charter reminder:
The Alliance does not require every world to rule alike, but every member must honor the Charter in good faith. No world is owed a seat at the table while chains are hidden beneath it.







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Staff and Support



Faction Staff can help with questions, story hooks, member support, Discord organization, faction resources, and getting ideas connected to active stories.

You can view the current staff team here:
Farworlds Alliance Staff

Want to help?
Message Matthew of Valendale with the role you are interested in and what you would like to help with.

Staff Roles
  • Admin — Faction site admins who handle structure, leadership, major decisions, and serious OOC issues.
  • Staff — Discord staff and server helpers who keep things organized, answer questions, and notify Admin when needed.
  • Fungineers — Creative team members who help with story ideas, missions, events, plots, hooks, and playable thread concepts.





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Out here, every world has a voice beneath distant stars.


 
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